Today’s work involved completing the three enemies I need to be able to have a basic demo for our game. I finished these three types: one being the troll, ground worm, and flying worm that shoots at a distance. Right now it doesn’t really float but it’s collision makes it “float”.

Here’s the checklist I used to build the three enemies:

Things You Need To Create an Enemy

-Model, textures, animations
-Animation blueprint with fullbody pose, upperbody pose, animnotifys set, and locomotion
-Animation montages of the attacking(you need to add anim notify of DealDamage and called through animation blueprint), death, and flinching
-Animation blendspace of the walking
-Character blueprint(duplicating a previous one) and rewiring it to have the animation blueprint set, the mesh, texture, ai controller, and animations montages wired up to be the characters own.
-AI Controller with it only saying run the characters behavior tree.
-Copy the behavior tree default functions and edit them for the new character.
-Duplicate the behavior tree and edit it with the new functions.
-Put NAVMESH

Next, I created a map. This map is based off of the game Hexen where they have giant rooms and smaller rooms with passage ways.

I made this giant map (isn’t complete) but I need to add lighting, spawners, debris, and more to make it actually good looking and like Hexen.

Top View
Top View
Stairwell
Stairwell
Inside Top
Inside Top
Inside Bottom
Inside Bottom